To change tack a bit, I've been thinking about Magic The Gathering this week, and I've got three deck lists; two which are mainly Return to Ravnica cards, and another which is predominantly M13.
These are basically my first real attempts to build decks on my own (i.e. not using netlists or pre-constructed intro decks etc.), so they will likely need a lot of refinement. Without further waffle, here are the lists:
Edit: I've decided this post would benefit from some images.
M13 Black/White "Exalted" - 64 Cards
12 Plains
12 Swamp
4 Murder
4 Pacifism
2 Angelic Benediction
4 Knight of Glory
4 Aven Squire
2 Warclamp Mastiff
1 Warpriest of Thune
1 Serra Avenger
4 Tormented Soul
4 Servant of Nefarox
4 Vampire Nighthawk
2 Knight of Infamy
2 Duskmantle Prowler
2 Nefarox, Overlord of Grixis
EDIT: I have tweaked the above decklist so now it looks like this:
M13 Black/White Exalted - 60 Cards
14 Swamp
10 Plains
4 Murder
4 Pacifism
2 Angelic Benediction
4 Aven Squire4 Knight of Glory
4 Knight of Infamy
4 Servant of Nefarox
4 Tormented Soul
4 Vampire Nighthawk
2 Nefarox, Overlord of Grixis
Return to Ravnica Red/Blue - 61 Cards
12 Mountain
12 Island
1 Steam Vents
4 Unsummon
2 Switcheroo
2 Sleep
2 Index
2 Downpour
2 Chandra's Fury
2 Traitorous Instinct
2 Electrickery
2 Goblin Arsonist
4 Delver of Secrets/Insectile Aberration
4 Archaeomancer
4 Goblin Electromancer
4 Hypersonic Dragon
Return to Ravnica Green/White - 60 Cards
11 Forest
11 Plains
1 Sunpetal Grove
1 Selesnya Guildgate
4 Common Bond
2 Chorus of Might
2 Giant Growth
2 Glorious Charge
2 Ring of Kalonia
1 Savage Surge
1 Rootborn Defenses
1 Collective Blessing
4 Serra Angel
3 Timberpack Wolf
3 Arbor Elf
2 War Falcon
2 Warclamp Mastiff
2 Sentinel Spider
2 Centaur's Herald
1 Oak Street Innkeeper
1 Elvish Archdruid
1 Elvish Visionary
So, if anyone can offer any thoughts/opinions on how to improve that little lot, let me know!
One thing to bear in mind, there are a lot of cards that I only have one or two of, hence the high incidence of cards appearing in pairs or singles.
Thanks for any thoughts.
Cheers
NS
Made with 100% recycled words. For Science and Seriousness, visit ninjascientific.blogspot.co.uk
Saturday, 8 December 2012
Tuesday, 20 November 2012
How To Win at Things:
This is a story I found on Reddit, which I've re-posted here for interest's sake. The remainder of this post is a copy + paste quotation.
Okay SPOILER
ALERT if you're going to Langley HS in Northern Virginia. There's a great
experience ahead of you if you get Mr. Herzig but the entire thing is ruined if
you read this. DON'T DO THAT. This is for everyone outside of this chunk of
maybe several hundred people who would be so lucky. And apparently a couple
people who also took his class.
Chess
reminds me of the best teacher I was lucky to have. In high school, we had year
of modern history, covering Civilization from the Renaissance to about as close
to present day as they can get. US history picked up the rest next year.
That Civ
teacher, Mr. Herzig, had very inventive class projects, often involving the
entire class in some sort of simulation. For the reformation era, he split us
into a Meeting of the Minds, 12 students were each given a philosopher to
emulate. The rest helped them research, or prepared questions for the other
philosophers.
During this
whole time, Mr. Herzig has also been talking up his love of chess, encouraging
kids to play him. Any kid that can beat him gets a free A on any grade,
up to sections of the Final. Of course, almost no one ever beat him, hard when
you only have 10 minutes in a break to play, and he has three people trying to
play him. He kept warning his class that there would be a chess test, everyone
was required to pass it.
Around
February, we finally got the date for the chess test. We spent a period on all
the rules of chess, and a day before he posted the test right on the board. We
took the test, then reviewed with the class, then graded our
own test, in our own pencils. Eraser marks would be ignored. He congratulated
everyone on Acing the test and then revealed the truth.
Next week
was the Chess Simulation.
He handed
out the assignment. The class was to play a 2-team game of chess, through move
notations and a literal chain of orders. Three boards were set up. One on each
side of the class for each team, and one board at the front, where Mr. Herzig
stood with a timer. Every student was to be assigned a piece on the board. For
fairness, and class size not matching the number of pieces, pawns would be assigned
in larger groups, 3 or 4 I think. To move a piece, the move must be written
down in chess notation and delivered by the person moving the piece to Mr.
Herzig at the head of the class. Those assigned King were given the greatest
duty. They were the final arbiters of what the moves were. They had to design
an "official mark," some stamp or their initials, and sign each
notation with it before the piece delivered the move. There were even Coup
d'état rules for pieces threatening the king. If moves didn't get to the
teacher after 5 minutes, no move would be recorded. Moves happened not by piece
color, but by whomever move was delivered first. You did not need to checkmate,
you just had to take the opposing king.
This was not
normal chess.
Grading was
simple. A: Your side wins and your piece lives. B: Your side wins and your
piece dies. C: Your side loses and your piece lives D: Your side loses and your
piece dies. F: You touch the main board, board cart, or otherwise interfere in
the simulation. This was the ONLY way to fail the simulation.
We're
assigned our pieces that day, I got a rook. Being the nerd I was, I suggested
to our king that we go for a quick strike strategy, but he wasn't as engaged
into the project as I was, so we essentially go in with little plans. No one
was really sure how it was going to turn out. The day of the simulation, we get
a quick review of the rules and then we start.
It was
madness, both sides are trying to get orders out the fastest, getting orders
written and figuring out whoever is getting moved so they can dash up their
orders. Our side manages to have a clear shot in only 5 or 6 moves, we hustle
our bishop with orders and they pass it off first. We're already celebrating as
the other side slinks forward, seeing they're too late. Mr. Herzig announces
our move. Is invalid. Our king didn't sign the notation properly, the order is
ignored. The other side's move of a bishop to block is executed. We flip out at
our king for a second before immediately re-assessing the board and finding a
new path to victory. More turns passes as pieces flew across the board, some
students indifferent or completely confused on the side, just waiting to hear
if they actually had to do something. Others unclear if they were even still in
the game. Incorrect moves started to mount, trying to move pieces that weren't
there, or doing moves they could not.
As we argued
about our move in turn 15-20, Mr. Herzig hollered and told us to take our
seats. We realized the period was ending and we had no clear winner. He
apologized, and explained that he had tricked us. There would be no grade given
for the simulation. He would explain fully the next day.
It went
something along these lines. We had just experienced a War simulation. He
explained how he purposefully split the class, picked two friends for opposing
kings, split friends across teams. How quickly we started clamoring to get the
other team in pursuit of our own grades, even at the cost of the grades of our
friends. The FOG of war in not knowing for certain if your table matched the
True table at the front of the class. Having no idea what the opposing table
may look like. The fury of a team when one king screws up an order. He admitted
that in years past, he would extend the simulation by faking these errors, and
he fudged a few in this game, but our king's mistake was real, and hilariously
poignant. He also talked of great Generals of war cursing the weather or god
for bad luck. I bet he swapped some pieces around on his board too when no one
was looking.
This whole
explanation hit me like a ton of bricks. Realizing as a 16-year old what it's
like to call for someone else to have misfortune for your own benefit.
The grade
was never entered. For our class the simulation didn't exist, just a 100% quiz
on how to play chess. He asked us to not share the secrets of this simulation
with underclassmen, he needed to be sure future students had a chance at the
same effect. There was a rumor that one class got A's across the board. I can't
remember if it was our year, or one before it, and if they were helped or not.
They refused
to turn in any orders.
I didn't
realize then, but I did while writing this, that if only the Pawns and the
Knights refuse, the board is locked and the rest don't matter. If they still do
the King's wishes, the Knights can only wreak havoc on the other team's pawns
without facing certain death.
Some people
have asked how it goes. You can really infer most of it from this post, I don't
think there's any real secrets that I left out/didn't know. But I'll go over it
here:
Learn/teach
the mechanics and rules of chess. Teach how each piece moves,
about special situations like castling, en passant, and the knight jumping
pieces. Don't worry about any kind of gametheory, early/middle/endgame. Just
give them enough to be able to watch a game and have a chance at knowing what
is going on. Teach the notation so
they could understand the flow a game if they only saw a recap.
For the
simulation itself, assign each student to a single piece, or a group of pawns,
on either color. Knowing your class and how it interacts with itself is pretty
key for the best effect. There's some nuances of chess and human psyche that I
could guess at, but you'll probably find better results by trusting yourself.
Kings write
out the move orders and sign in their unique way. Pieces deliver the orders to
the front of the class. Our room had the desks arranged in a U, so we could put
the student boards at each corner, and the True board on a cart at the front of
the room.
Have a timer
set for 5 minutes. Each round wait for both moves to arrive, then announce and
execute the moves in the order you get them. Find good BS reasons to veto moves
that would end the simulation (you have at least 4 rounds). For the simulation
proper you just need to be the arbiter of the game, be the only one to actually
move pieces. Make sure no one touches the cart.
Friday, 9 November 2012
If Edgar Allen Poe played Space Marines...
... then he'd probably play Raven Guard. It's fairly obvious that the Raven Guard chapter of Space Marines are based (very loosely, admittedly) on his famous poem. I'm not really a "classical literature" person, so I don't much care about this - but I do think that the Raven Guard are the coolest and most interesting of all the loyalist Space Marine chapters.
I've been reading a lot about their background and history, and what I'm finding is that people often seem to confuse their style of warfare with that of the Blood Angels (and what a soppy bunch of Edward "Sparkly Vampire" Cullen wannabes they are). This is not correct. The Blood Angels are berserk, frothing close-combat specialists, whose doctrine is based around getting into a melee as fast as possible and staying there to chop things up into bite-size giblets. As such they make extensive use of jump packs, turbo-charged and deep-striking tanks (wrong, on so many levels - thanks Mat Ward), flying robots and blood-drinking.
The Raven Guard, now, they're a different breed entirely. Rapid, precision strikes are not to be confused with just charging into combat as fast as possible; hit-and-run tactics, not to be confused with turbo-charged tanks or bikes. Instead, the Raven Guard (while they do use Jump infantry a lot of the time) rely heavily on scouts, stealth, infiltration and (for reasons to do with their history) veterans - precise application of force at strategic locations. Basically, it's the kind of warfare doctrine that is utilised by contemporary, real-world special forces units. No frothing or blood-drinking involved.
With that in mind, a Raven Guard army in 40k, if based on their background and doctrine, would include:
- scouts (lots of), especially snipers
- infiltrating or outflanking troops (Shrike's confers Infiltrate on the squad he's with)
- power armoured veterans
- limited heavy vehicles (Land Raiders, Vindicators, etc. are rarely used)
- fast (possibly outflanking) vehicles - bikes, Land Speeders, Land Speeder Storms
- transports
- dreadnoughts in drop-pods.
Being as I am, a lover of characterful armies that aren't built for the sole purpose of playing smash-face with nasty men, I'm trying to build my own Raven Guard army that sticks to their background and combat method as closely as possible.
Photographs of the burgeoning Raven Guard force (mostly WIP) that I have so far are below, starting with a wounded space marine objective marker:
An assault squad sergeant with lightning claw:
A Shadow Captain with no jump-pack in Mark-VI Corvus Pattern power armour with power fist (check out the green stuff chapter symbol on the fist - I'm quite proud of it):
A librarian (Dark Vengeance Dark Angels librarian with the Dark Angels icons removed - I'm planning to green-stuff another RG chapter symbol in its place, much like the one on the captain above):
Veteran scout sergeant (the Telion model with the Ultramarines symbols filed off, purity seal added to mask some scarring that happened when I filed the symbol off his gun)
And finally, some photos of one of my pet rats who came to investigate my hobby table:
Painted pics to follow in due course (not of the rat though, I'm not painting her).
Cheers
NS
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